How to make an object with particles on it looks partially wet
Although fluid simulation may be your best bet, here is a way to use dynamic paint to simulate an effect similar to your photo.



To create the dynamic paint effect, I made some blobby "fluid like" meshes to act as dynamic paint brushes.  The lupi mesh (and a coconut flake mesh, for the particle system) were the canvas.  From right to left: the meshes including the brush objects; the dynamic paint effect on the canvas; the result on the material.

 

The material on the Lupi is what uses the wetmap as a factor to mix between two principled shaders.  One shader, the "wet" shader, has a red tint (varied with a noise texture) and more glossiness via a clearcoat.



Getting the dynamic paint to apply to the coconut particles is more complicated.  After the particle system is set up on the Lupi mesh (I used a "hair" type of particle system), it is necessary to apply a Particle Instance modifier to the coconut shreds - otherwise each particle will not act as its own separate Dynamic Paint canvas.  As mentioned before, the coconut shred mesh has a Dynamic Paint canvas applied to it.

The coconut particle material is much simpler, it's just got a base color of white (for "dry") and a reddish tint plus a clearcoat (for "wet"), with the wetmap as the factor of a Mix shader.



The above is not a step-by-step but hopefully it provides guidance as to the general technique.